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Starbow - Page 302

Forum Index > SC2 General
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Prev 1 300 301 302 303 304 346 Next
SmileZerg
Profile Joined March 2012
United States543 Posts
June 27 2014 22:37 GMT
#6021
I think you're all reading too much into this. Artosis was just joking around.
"Show me your teeth."
KyonEXE
Profile Joined June 2014
United States11 Posts
June 27 2014 22:48 GMT
#6022
Ohh this looks cool. Didn't know it added old units from BW once I get good at the actual sc2 I will pick at starbow :D
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
June 28 2014 12:00 GMT
#6023
4 hours. Get hype!

http://www.teamliquid.net/calendar/2014/06/#event_22907
aka KanBan85. Working on Starbow.
TaShadan
Profile Joined February 2010
Germany1978 Posts
June 28 2014 12:11 GMT
#6024
On June 28 2014 06:33 HeyImFinn wrote:
Artosis and IdrA were borderline the same person in Brood War. Playstyle and in manner.


Yes it was the same in BW when they played for [Media].
Total Annihilation Zero
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
June 28 2014 16:08 GMT
#6025
live! http://www.twitch.tv/basetradetv
aka KanBan85. Working on Starbow.
404AlphaSquad
Profile Joined October 2011
839 Posts
June 28 2014 22:12 GMT
#6026
That was exciting :D
aka Kalevi
mderg
Profile Joined April 2011
Germany1740 Posts
June 28 2014 22:15 GMT
#6027
really nice games
NovemberstOrm
Profile Blog Joined September 2011
Canada16217 Posts
Last Edited: 2014-07-04 02:51:16
July 04 2014 02:50 GMT
#6028
A starbow name-space has been created on Liquipedia SC2 where all Starbow pages will go(in the process of moving them as we speak), should make things more organized.
Moderatorlickypiddy
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
Last Edited: 2014-07-04 18:09:31
July 04 2014 18:08 GMT
#6029
On July 04 2014 11:50 NovemberstOrm wrote:
A starbow name-space has been created on Liquipedia SC2 where all Starbow pages will go(in the process of moving them as we speak), should make things more organized.


Great! Let us know when its done.

Novermberstorm helping the project worked on by decemberscalm, coincidence? I think not!
aka KanBan85. Working on Starbow.
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
July 04 2014 18:30 GMT
#6030
Its a trick by my evil twin brother! Don't believe his lies. He will put attempt putting all information about Starbow in a single place where he has powers and destroy it all with a single stroke!!!
Sikian
Profile Blog Joined September 2011
Spain177 Posts
July 04 2014 19:50 GMT
#6031
On July 04 2014 11:50 NovemberstOrm wrote:
A starbow name-space has been created on Liquipedia SC2 where all Starbow pages will go(in the process of moving them as we speak), should make things more organized.


*dancing*

A stOrm recognizes us!
Helping Starbow :: a.k.a. SoaH
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
July 04 2014 20:17 GMT
#6032
Streaming again! Feels so good!

http://www.twitch.tv/sc2_starbow
aka KanBan85. Working on Starbow.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
July 05 2014 20:54 GMT
#6033
We need some programming help!

Read more here: http://www.teamliquid.net/forum/general/461149-starbowmodcom-needs-programming-help
aka KanBan85. Working on Starbow.
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
July 06 2014 15:29 GMT
#6034
--- Nuked ---
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
July 06 2014 15:42 GMT
#6035
First of all, remember to sign up!

http://starbowmod.com/forum/showthread.php?tid=536

Patch for 6th of July 2014


Protoss
  • Carrier interceptor loiter range reduced.
  • Chrono boost on gateways reduced to 15 seconds.
  • Damage point on dragoons increased to 0.225.
  • New Nexus spell: Energize; targets Pylons and "energizes" them for 60 seconds, allowing them to recharge friendly units' shields from its own shield pool, energy cost of 35.


Terran
  • Reaper bombs 45 damage, down from 80 damage and no damage to buildings. Time before bombs explodes reduced to 3 sec and the mines are benign again. No engineering bay requirement for elite reaper training. Health regeneration removed.
  • New Viking attack added, speed increased to 3.2, transformation time decreased.
  • Blind behavior on Medic's Flare set to 45 seconds.


Zerg
  • Zerglings experience a more violent pathfinding effect.
  • Devourer's attack speed reduced to 6.24
  • Baneling reintoduced: damage reduced to 4, applies an acid spore affect to units within its splash radius.
  • Roachlings added: slow above ground, fast below ground harassing unit. Morphs from Zerglings, receives a temporary speed lost when attacked. Can attack when unburrowed with a range of 1. The roachlings will replace current roach.
  • Nydus changes: Nydus Network moved to lair, Nydus Worm's HP, load and unload rates decreased. Hive tech allows for Nydus Worms to morph into Greater Nydus Worms with increased HP and load/unload rates.



Bugs
  • Reaver target marker fixed.
  • Lurker burrow command queuing fixed.
  • Mines now properly affected burrowed units.


Explanation

First off, the Chrono boost nerf: here we wanted to give the other races a little more leeway in the earlygame. From a lot of testing and forum feedback we agreed Protoss was very flexiblein the early game due to Chronoboost. Particularly in TvP we noted the early game felt very passive, due to a 1 Gate Protoss building able to halt any early game push by reactively chronoing Dragoons and crushing Terran's army in mid-map. Ideally with this change we'll see more early-game pressure from a meching Terran. Along the same lines, the increased damage point on Dragoons gives Terrans an easier time pushing forward with Marine/Tank, and performing those cool mine surrounds on small groups of Dragoons.

The "Energize" spell which gives Protoss the ability to transfer its shields to other units, was added to encourage more micro-able defense/offense using Gateways units. Things like Stallker harass, 2 Gate Zealot builds are cool to see (and suffer from the Chrono nerf), and with the ability to throw down a proxy Pylon to recharge your units, that kind of pressure becomes a lot more viable. Something we noted from BW was that non-Stargate builds in PvZ became very unpopular in the later years due to Protoss' inability to scout without a fast Corsair, and the distress of trying to defend Muta harass with Archons. So with the earlier Hallucination changes and the ability to heal up Archons, PvZ should be open to a lot more options.

The changes to the Reaper's charges is intended to give more oppurtunities to pull off fancy micro moves, such as luring Zerglings into charges before jumping down cliffs, or harassing mineral lines. The old Reaper seemed to heavily dictate early game TvZ: getting Queen or slow Zergling hits on Reapers was almost futile as they returned with full health, so Zerg was forced to rush for Metabolic Boost/Hydralisks every game to deal with Reapers. With this new redesign we hopefully see more room for interesting harassment without forcing Zerg down a certain path.

The Viking was in a weird spot where speed-upgraded Vikings completely shut-down Mutalisks due to their ability to chase with the moving shot trick, and as such Mutalisk harass felt like a very do-or-die strategy. Thus we decided to change the Viking attack to something similar to a Valkyrie's - where the Viking loses its driving force and can only glide whilst shooting. From our testing this creates for a more interesting interaction between Vikings and Muta/Scourge where Vikings act as more of a vulnerable support unit instead of being "the solution" to Mutalisks.

Roachling: the idea behind this unit/Roach redesign came from the idea of burrowed harassment in SC2; Infestors and Roaches sneaking around, disrupting mineral lines and so on, we found that sneaky part of SC2 Zerg really fun and unique to the race. In our testing the Roachling had a very unique and cool control to it; burrowed and rushing towards key units, unburrowing and sniping them, burrowing and zipping away. Versus Mech in particular the Roachling was a fun way to find holes in the super passive Terran mech style; sniping stray Tanks, abusing Tank friendly fire splash, pulling massive mine drags and so on. One thing we did note was with large numbers of Roachlings was that it it felt too effective at sniping off key units and escaping unscathed, and with Dirtybag's suggestion we added a unique feature to Roachling where it loses a fraction of its speed when hit, adding more risk when attempting to snipe a unit from a big army.

The Nydus changes are intended to encourage more Nydus use both for aggression/harassement and base defence. The main worry was the ability to plant a "Brood War" Nydus Canal in someone's base would be incredibly unforgiving due to the huge unload speed and units like Defilers and Lurkers, so we considered upgradable Nydus Worms which operate the same way for defending bases without being able to pop up in someone's main base so quickly.

The Baneling is admittedly the least tested change within this patch; the idea that Banelings could act as more of a support unit for more core units like Hydralisks and Zerglings seemed an interesting idea and so we decided to push it into the game and see the results on a larger scale after testing it for a handful of games.

The future

This was probably the last patch with new units. We want to focus more on fine-tuning now rather than experimenting with new stuff. There are some things we are looking at though. We are still not satisfied with the Viper's parasitic domination design wise. It seems to be more balanced now with the last patch, but it's just a poorly designed spell. The problem is finding a good replacement, we've had a lot of ideas, but none has "hit home" yet. Another issue is stim. Zerglings now have BW stats, which may be a tad too strong, but stim is no where near BW values. We are going to test some changes to stim and might patch this if we find better stim values than we currently have. Along those lines is the heal rate of medics as well which we will test.

We also see the ghost may be too good in TvT, but this is very early to say. We'd love to see TvT and TvP evolve around both mech and bio and we'll only make chances if TvT becomes ghost vs ghost for a longer period of time.
aka KanBan85. Working on Starbow.
404AlphaSquad
Profile Joined October 2011
839 Posts
Last Edited: 2014-07-06 16:00:00
July 06 2014 15:59 GMT
#6036
Great patch ^^ We are soon(TM) done with BETA
aka Kalevi
Ramiz1989
Profile Joined July 2012
12124 Posts
July 06 2014 16:47 GMT
#6037
I like these new Banelings and I think that Roachlings are great addition even though I found them extremely strong when I was watching some of the games where you have tested them.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
July 06 2014 17:47 GMT
#6038
--- Nuked ---
404AlphaSquad
Profile Joined October 2011
839 Posts
July 06 2014 18:30 GMT
#6039
On July 07 2014 02:47 Laertes wrote:
People should stream so we can see the new stuff in action!

yeah especially since i cant play atm for 2 weeks.
aka Kalevi
royalroadweed
Profile Joined April 2013
United States8301 Posts
July 06 2014 18:45 GMT
#6040
Any SCV life buff planned for the future?
"Nerfing Toss can just make them stronger"
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